DEFINE_ACTION_FUNCTION(DFloor, CreateFloor) { PARAM_PROLOGUE; PARAM_POINTER_NOT_NULL(sec, sector_t); PARAM_INT(floortype); PARAM_POINTER(ln, line_t); PARAM_FLOAT(speed); PARAM_FLOAT_DEF(height); PARAM_INT_DEF(crush); PARAM_INT_DEF(change); PARAM_BOOL_DEF(hereticlower); PARAM_BOOL_DEF(hexencrush); ACTION_RETURN_BOOL(P_CreateFloor(sec, (DFloor::EFloor)floortype, ln, speed, height, crush, change, hexencrush, hereticlower)); }
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking) { PARAM_SELF_PROLOGUE(AActor); PARAM_BOOL_DEF(drop); A_Unblock(self, drop); return 0; }
DEFINE_ACTION_FUNCTION(_Wads, CheckNumForName) { PARAM_PROLOGUE; PARAM_STRING(name); PARAM_INT(ns); PARAM_INT_DEF(wadnum); PARAM_BOOL_DEF(exact); ACTION_RETURN_INT(Wads.CheckNumForName(name, ns, wadnum, exact)); }